Morrowind and Vvardenfell are two different places tho. Ones attached to land and the other relatively wasn't colonised by Dunmer themselves for that long.
MNC Ebonheart conflicts with this. If MNC Ebonheart loads first, there are a bunch of giant seams and floating peasant huts around the Ebonheart graveyard. If Imperial Graves loads first, the Ebonheart graveyard is buried under a hill with peasant huts on it, with fences and the tops of a few graves jutting out from the hill here and there. I guess on one hand it does sort of give it a bit more of a chaotic patchwork Medieval city vibe, but at the same time... The fence runs right across a farm plot, and that particularly just doesn't look right -- not even in a chaotic patchwork medieval city sort of way.
Plus, even if you can live with that, it obviously makes the Ebonheart crypt and graveyard completely inaccessible. Thus, you end up with a situation where Seyda Neen, Pelagiad, and even Sadrith Mora have Imperial crypts, but not the center of Imperial power on Vvardenfell, and that just seems weird.
Other than that, though, this mod is great. The only non-conflict-related complaint I have is that the lighting in the tombs is too bright. I had to go into the CS and manually give every tomb appropriate lighting because there is no reason for a tomb to be that bright. But honestly that was so easy that I don't really consider it a serious complaint.
"Actually Imperials have been in Morrowind for whole third era when Tiber Septim conqured it."
Vvardenfell, the actual island that Morrowind takes place on, has only been open to Imperial colonization for about 15 years as of the start of the game. Please read the lore.
I like the mod, and definitely noticed the changes in Seyda Neen right away. There were no (that I could see) in-game conflicts with that area, despite all the mods I'm running.
However, there is a fairly serious inter-mod conflict with Mental Elf's Horror Mod. You share the same IDs:
They're containers in your mod, and activators in his. In my case, the easiest fix was to alter HIS mod, though others may take different approaches. Thanks, and keep 'em coming!
Rochndil, who has another bug to track down elsewhere...
7 comments
Plus, even if you can live with that, it obviously makes the Ebonheart crypt and graveyard completely inaccessible. Thus, you end up with a situation where Seyda Neen, Pelagiad, and even Sadrith Mora have Imperial crypts, but not the center of Imperial power on Vvardenfell, and that just seems weird.
Other than that, though, this mod is great. The only non-conflict-related complaint I have is that the lighting in the tombs is too bright. I had to go into the CS and manually give every tomb appropriate lighting because there is no reason for a tomb to be that bright. But honestly that was so easy that I don't really consider it a serious complaint.
Vvardenfell, the actual island that Morrowind takes place on, has only been open to Imperial colonization for about 15 years as of the start of the game.
Please read the lore.
I like the mod, and definitely noticed the changes in Seyda Neen right away. There were no (that I could see) in-game conflicts with that area, despite all the mods I'm running.
However, there is a fairly serious inter-mod conflict with Mental Elf's Horror Mod. You share the same IDs:
- bar_cryptbody01
- bar_cryptbody02
- bar_cryptbody03
- bar_cryptbody04
They're containers in your mod, and activators in his. In my case, the easiest fix was to alter HIS mod, though others may take different approaches. Thanks, and keep 'em coming!
Rochndil, who has another bug to track down elsewhere...